Fable: The Lost Chapters Mod Scene - RDF feed
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Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=66993&th=9295#msg_66993
This tool currently only suports models containing one and ONLY one submesh
Background story
So. After spending several hours trying to figure out fableĀ“s interpretation of the .x format and why my modified .x files could not be imported back with the Fable Explorer. I decided to develop a tool that simply inserts the new vertexes, normals and so on in the original .x file from a modified one.
Use the model injector to inject the new vertices etc.
Load the injected model in Fable explorer and set materials in the material tab.
Done !
Development
I will support meshes with more submeshes soon i promise. But theres still much you can do with the current version.
Example of what can be done: Longer Horns]]>DavidKron2012-07-17T14:36:21-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67015&th=9295#msg_67015
morerunes2012-07-20T01:10:45-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67018&th=9295#msg_67018
asmcint2012-07-20T12:35:17-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67020&th=9295#msg_67020
DavidKron2012-07-20T16:12:32-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67021&th=9295#msg_67021
]]>asmcint2012-07-20T18:10:08-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67025&th=9295#msg_67025
]]>DavidKron2012-07-20T23:34:13-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67027&th=9295#msg_67027
]]>Zyreq2012-07-21T02:27:33-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67343&th=9295#msg_67343
Lenop2012-09-24T21:49:11-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67535&th=9295#msg_67535
The plugins for 3DS and Blender don't. They flub some of it because they have features that directx doesn't support, so there's some guesswork when exporting.
I've had to modify .x files manually before because of this. It's how I added dummies and helpers to the player skeleton for this:
The cig is part of the hat, and the effect is attached to a new dummy. DRAGON_MOUTH if I remember correctly.
]]>Keshire2012-11-06T17:17:42-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67539&th=9295#msg_67539
]]>Lenop2012-11-07T03:57:09-00:00Re: Model Injector (.x to .x)
http://fabletlcmod.com/forum/index.phpindex.php?t=rview&goto=67591&th=9295#msg_67591
Lenop wrote on Tue, 06 November 2012 21:57
That's quite interesting, Keshire. What you've done in those screenshots is along the lines of what I'd like to accomplish myself. Do you have a link to that mod so I can examine/ripoff your work?
I don't think I ever released it since I needed to permanently change the facial expression, to the snear, to make it look right.
But like I said, you can attach new dummies/helpers to the player skeleton on a per object basis. Or change existing ones (like moving the sheathe stuff).
You just have to make sure the dummy or helper exists in-game in some form. I used DRAGON_MOUTH for that instance. I'm not sure what happens when the actual dragon spawns though (Knowing Fable it could be anything).]]>Keshire2012-11-13T21:01:52-00:00